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BulletHitManager.cpp
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#include "BulletHitManager.h"
#include "global.h"
template<> BulletHitManager *Ogre::Singleton<BulletHitManager>::ms_Singleton=0;
BulletHit::BulletHit(Vector3 pos)
{
SceneManager* mSceneMgr = global::getSingleton().getSceneManager();
bNode=mSceneMgr->getRootSceneNode()->createChildSceneNode(pos);
bNode->setScale(0.1,0.1,0.1);
bSys=mSceneMgr->createParticleSystem(bNode->getName(), "bulletHit2");
bNode->attachObject(bSys);
}
BulletHit::BulletHit(Vector3 pos,Real m)
{
SceneManager* mSceneMgr = global::getSingleton().getSceneManager();
bNode=mSceneMgr->getRootSceneNode()->createChildSceneNode(pos);
bNode->setScale(0.1*m,0.1*m,0.1*m);
bSys=mSceneMgr->createParticleSystem(bNode->getName(), "bulletHit2");
bNode->attachObject(bSys);
}
BulletHit::BulletHit(Vector3 pos,Real m,String f)
{
SceneManager* mSceneMgr = global::getSingleton().getSceneManager();
bNode=mSceneMgr->getRootSceneNode()->createChildSceneNode(pos);
bNode->setScale(0.1*m,0.1*m,0.1*m);
bSys=mSceneMgr->createParticleSystem(bNode->getName(), f);
bNode->attachObject(bSys);
}
BulletHit::~BulletHit()
{
}
void BulletHit::start()
{
bSys->setVisible(true);
}
void BulletHit::stopAndKill()
{
bNode->detachAllObjects();
SceneManager* mSceneMgr = global::getSingleton().getSceneManager();
mSceneMgr->destroySceneNode(bNode);
mSceneMgr->destroyParticleSystem(bSys);
}
BulletHitManager::BulletHitManager()
{
}
BulletHitManager::~BulletHitManager()
{
}
void BulletHitManager::init()
{
}
void BulletHitManager::addBulletEffect(Vector3 pos,Real sec)
{
if (bullethits.size()>10)
return;
BulletHit* hit = new BulletHit(pos);
hit->start();
bullethits[hit]=sec;
}
void BulletHitManager::addBulletEffect(Vector3 pos,Real sec, Real m)
{
if (bullethits.size()>10)
return;
BulletHit* hit = new BulletHit(pos,m);
hit->start();
bullethits[hit]=sec;
}
void BulletHitManager::addBulletEffect(Vector3 pos,Real sec, Real m,String f)
{
if (bullethits.size()>10)
return;
BulletHit* hit = new BulletHit(pos,m,f);
hit->start();
bullethits[hit]=sec;
}
void BulletHitManager::upd(const FrameEvent& evt)
{
map<BulletHit*, Real>::iterator i;
for (i=bullethits.begin();i!=bullethits.end();i++)
{
(*i).second-=evt.timeSinceLastFrame*TIME_SHIFT;
if ((*i).second<0)
{
BulletHit* gib = (*i).first;
gib->stopAndKill();
delete gib;
bullethits.erase(i);
}
}
}
void BulletHitManager::cleanup()
{
map<BulletHit*, Real>::iterator i;
for (i=bullethits.begin();i!=bullethits.end();i++)
{
BulletHit* gib = (*i).first;
bullethits.erase(i);
gib->stopAndKill();
delete gib;
}
}